<?xml version="1.0" encoding="utf-8"?>
<CheatTable CheatEngineTableVersion="42">
  <CheatEntries>
    <CheatEntry>
      <ID>10</ID>
      <Description>"Activate Mono"</Description>
      <Options moHideChildren="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
{$lua}
LaunchMonoDataCollector()
{$asm}

[DISABLE]
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>1</ID>
          <Description>"GodMode"</Description>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>define(address,playerProperties_C:DamagePlayer+20)
define(bytes,2B 4D F0 48 B8)

[ENABLE]
assert(address,bytes)
address:
  db 90 90 90
return:

[DISABLE]

address:
  db bytes
  // sub ecx,[rbp-10]
  // mov rax,000001F23FFCCB68

dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: playerProperties_C:DamagePlayer+20

1F17F2C649C: 00 00                          - add [rax],al
1F17F2C649E: 00 00                          - add [rax],al
playerProperties_C:DamagePlayer: 55                             - push rbp
playerProperties_C:DamagePlayer+1: 48 8B EC                       - mov rbp,rsp
playerProperties_C:DamagePlayer+4: 48 83 EC 30                    - sub rsp,30
playerProperties_C:DamagePlayer+8: 48 89 7D F8                    - mov [rbp-08],rdi
playerProperties_C:DamagePlayer+c: 48 8B F9                       - mov rdi,rcx
playerProperties_C:DamagePlayer+f: 48 89 55 F0                    - mov [rbp-10],rdx
playerProperties_C:DamagePlayer+13: 48 B8 68 CB FC 3F F2 01 00 00  - mov rax,000001F23FFCCB68
playerProperties_C:DamagePlayer+1d: 48 63 08                       - movsxd  rcx,dword ptr [rax]
// ---------- INJECTING HERE ----------
playerProperties_C:DamagePlayer+20: 2B 4D F0                       - sub ecx,[rbp-10]
// ---------- DONE INJECTING  ----------
playerProperties_C:DamagePlayer+23: 48 B8 68 CB FC 3F F2 01 00 00  - mov rax,000001F23FFCCB68
playerProperties_C:DamagePlayer+2d: 89 08                          - mov [rax],ecx
playerProperties_C:DamagePlayer+2f: 48 8B 87 B8 00 00 00           - mov rax,[rdi+000000B8]
playerProperties_C:DamagePlayer+36: 48 8B C8                       - mov rcx,rax
playerProperties_C:DamagePlayer+39: BA 01 00 00 00                 - mov edx,00000001
playerProperties_C:DamagePlayer+3e: 83 38 00                       - cmp dword ptr [rax],00
playerProperties_C:DamagePlayer+41: 48 8D 64 24 00                 - lea rsp,[rsp+00]
playerProperties_C:DamagePlayer+46: 49 BB E0 4A 7C 76 F1 01 00 00  - mov r11,UnityEngine.GameObject:SetActive
playerProperties_C:DamagePlayer+50: 41 FF D3                       - call r11
playerProperties_C:DamagePlayer+53: 48 8B 7D F8                    - mov rdi,[rbp-08]
}
</AssemblerScript>
        </CheatEntry>
        <CheatEntry>
          <ID>6</ID>
          <Description>"no decrease in daggers when throwing them"</Description>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>define(address,TriggerPlayerAttackProjectile_C:Update+d2)
define(bytes,2B C8 48 B8)

[ENABLE]
assert(address,bytes)
address:
  db 90 90
[DISABLE]

address:
  db bytes
  // sub ecx,eax
  // mov rax,000001F23FFCCB78

dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: TriggerPlayerAttackProjectile_C:Update+d2

TriggerPlayerAttackProjectile_C:Update+9c: 83 39 00                       - cmp dword ptr [rcx],00
TriggerPlayerAttackProjectile_C:Update+9f: 49 BA 90 83 1A BF F1 01 00 00  - mov r10,000001F1BF1A8390
TriggerPlayerAttackProjectile_C:Update+a9: 48 8D 64 24 00                 - lea rsp,[rsp+00]
TriggerPlayerAttackProjectile_C:Update+ae: 49 BB D0 58 23 74 F1 01 00 00  - mov r11,UnityEngine.GameObject:GetComponent
TriggerPlayerAttackProjectile_C:Update+b8: 41 FF D3                       - call r11
TriggerPlayerAttackProjectile_C:Update+bb: 48 8B F8                       - mov rdi,rax
TriggerPlayerAttackProjectile_C:Update+be: 48 63 46 48                    - movsxd  rax,dword ptr [rsi+48]
TriggerPlayerAttackProjectile_C:Update+c2: 83 3F 00                       - cmp dword ptr [rdi],00
TriggerPlayerAttackProjectile_C:Update+c5: 48 B9 78 CB FC 3F F2 01 00 00  - mov rcx,000001F23FFCCB78
TriggerPlayerAttackProjectile_C:Update+cf: 48 63 09                       - movsxd  rcx,dword ptr [rcx]
// ---------- INJECTING HERE ----------
TriggerPlayerAttackProjectile_C:Update+d2: 2B C8                          - sub ecx,eax
// ---------- DONE INJECTING  ----------
TriggerPlayerAttackProjectile_C:Update+d4: 48 B8 78 CB FC 3F F2 01 00 00  - mov rax,000001F23FFCCB78
TriggerPlayerAttackProjectile_C:Update+de: 89 08                          - mov [rax],ecx
TriggerPlayerAttackProjectile_C:Update+e0: 48 8B 46 20                    - mov rax,[rsi+20]
TriggerPlayerAttackProjectile_C:Update+e4: 48 89 45 88                    - mov [rbp-78],rax
TriggerPlayerAttackProjectile_C:Update+e8: 48 8B 46 28                    - mov rax,[rsi+28]
TriggerPlayerAttackProjectile_C:Update+ec: 48 8B C8                       - mov rcx,rax
TriggerPlayerAttackProjectile_C:Update+ef: 83 38 00                       - cmp dword ptr [rax],00
TriggerPlayerAttackProjectile_C:Update+f2: 48 8D 6D 00                    - lea rbp,[rbp+00]
TriggerPlayerAttackProjectile_C:Update+f6: 49 BB 70 70 22 74 F1 01 00 00  - mov r11,UnityEngine.GameObject:get_transform
TriggerPlayerAttackProjectile_C:Update+100: 41 FF D3                       - call r11
}
</AssemblerScript>
        </CheatEntry>
        <CheatEntry>
          <ID>22</ID>
          <Description>"Every Hit with Weapon1 is critical"</Description>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>define(address,DamageEnemy_C:OnTriggerEnter+903)
define(bytes,89 85 48 5E FF FF)

[ENABLE]

assert(address,bytes)
alloc(newmem,$1000,DamageEnemy_C:OnTriggerEnter+903)

label(code)
label(return)

newmem:
  mov eax,#13
code:
  mov [rbp-0000A1B8],eax
  jmp return

address:
  jmp newmem
  nop
return:

[DISABLE]

address:
  db bytes
  // mov [rbp-0000A1B8],eax

dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: DamageEnemy_C:OnTriggerEnter+903

DamageEnemy_C:OnTriggerEnter+8d3: 66 66 90                       - nop 3
DamageEnemy_C:OnTriggerEnter+8d6: 49 BB 82 4F 64 0C 30 02 00 00  - mov r11,000002300C644F82
DamageEnemy_C:OnTriggerEnter+8e0: 41 FF D3                       - call r11
DamageEnemy_C:OnTriggerEnter+8e3: 85 C0                          - test eax,eax
DamageEnemy_C:OnTriggerEnter+8e5: 0F 84 F0 03 00 00              - je DamageEnemy_C:OnTriggerEnter+cdb
DamageEnemy_C:OnTriggerEnter+8eb: B9 05 00 00 00                 - mov ecx,00000005
DamageEnemy_C:OnTriggerEnter+8f0: BA 0E 00 00 00                 - mov edx,0000000E
DamageEnemy_C:OnTriggerEnter+8f5: 90                             - nop 
DamageEnemy_C:OnTriggerEnter+8f6: 49 BB BF 22 52 0C 30 02 00 00  - mov r11,000002300C5222BF
DamageEnemy_C:OnTriggerEnter+900: 41 FF D3                       - call r11
// ---------- INJECTING HERE ----------
DamageEnemy_C:OnTriggerEnter+903: 89 85 48 5E FF FF              - mov [rbp-0000A1B8],eax
// ---------- DONE INJECTING  ----------
DamageEnemy_C:OnTriggerEnter+909: 83 F8 05                       - cmp eax,05
DamageEnemy_C:OnTriggerEnter+90c: 0F 84 4E 00 00 00              - je DamageEnemy_C:OnTriggerEnter+960
DamageEnemy_C:OnTriggerEnter+912: 83 BD 48 5E FF FF 06           - cmp dword ptr [rbp-0000A1B8],06
DamageEnemy_C:OnTriggerEnter+919: 0F 84 41 00 00 00              - je DamageEnemy_C:OnTriggerEnter+960
DamageEnemy_C:OnTriggerEnter+91f: 83 BD 48 5E FF FF 07           - cmp dword ptr [rbp-0000A1B8],07
DamageEnemy_C:OnTriggerEnter+926: 0F 84 34 00 00 00              - je DamageEnemy_C:OnTriggerEnter+960
DamageEnemy_C:OnTriggerEnter+92c: 83 BD 48 5E FF FF 08           - cmp dword ptr [rbp-0000A1B8],08
DamageEnemy_C:OnTriggerEnter+933: 0F 84 27 00 00 00              - je DamageEnemy_C:OnTriggerEnter+960
DamageEnemy_C:OnTriggerEnter+939: 83 BD 48 5E FF FF 09           - cmp dword ptr [rbp-0000A1B8],09
DamageEnemy_C:OnTriggerEnter+940: 0F 84 1A 00 00 00              - je DamageEnemy_C:OnTriggerEnter+960
}
</AssemblerScript>
        </CheatEntry>
        <CheatEntry>
          <ID>253</ID>
          <Description>"change ALL enemy damage codes to instant kill"</Description>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>[ENABLE]
{$lua}
local pattern = "48 63 ?? 8C 00 00 00 41 2B D0 89 ?? 8C 00 00 00"
local replace = "48 63 ?? 8C 00 00 00 29 d2 90 89 ?? 8C 00 00 00"
aob_scan_results = AOBScan(pattern)
aob_backup_bytes = {}
local length = (#replace + 1) / 3
for i = 0, aob_scan_results.Count - 1 do
  local backup = readBytes(aob_scan_results[i], length, true)
  local bytes = {}
  for hex in string.gmatch(replace, "%S+") do
    local size = #bytes + 1
    if hex == "??" then
      bytes[size] = backup[size]
    else
      bytes[size] = tonumber(hex, 16)
    end
  end
  aob_backup_bytes[i] = backup
  writeBytes(aob_scan_results[i], bytes)
end
{$asm}

[DISABLE]
{$lua}
for i = 0, aob_scan_results.Count - 1 do
  writeBytes(aob_scan_results[i], aob_backup_bytes[i])
end
aob_scan_results.Destroy()
aob_scan_results = nil
aob_backup_bytes = nil
{$asm}
</AssemblerScript>
        </CheatEntry>
        <CheatEntry>
          <ID>258</ID>
          <Description>"dont spend ammo when shooting"</Description>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>define(address,TriggerPlayerAttackMonster_C:OnTriggerStay+17f7)
define(bytes,2B C8)

[ENABLE]
assert(address,bytes)
address:
  nop 2
return:

[DISABLE]

address:
  db bytes
  // sub ecx,eax

dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: TriggerPlayerAttackMonster_C:OnTriggerStay+17f7

TriggerPlayerAttackMonster_C:OnTriggerStay+17ba: 83 39 00                       - cmp dword ptr [rcx],00
TriggerPlayerAttackMonster_C:OnTriggerStay+17bd: 49 BA F8 CD AB D1 8B 02 00 00  - mov r10,0000028BD1ABCDF8
TriggerPlayerAttackMonster_C:OnTriggerStay+17c7: 48 8D AD 00 00 00 00           - lea rbp,[rbp+00000000]
TriggerPlayerAttackMonster_C:OnTriggerStay+17ce: 49 BB 90 1E 3C F1 8A 02 00 00  - mov r11,UnityEngine.GameObject:GetComponent
TriggerPlayerAttackMonster_C:OnTriggerStay+17d8: 41 FF D3                       - call r11
TriggerPlayerAttackMonster_C:OnTriggerStay+17db: 4C 8B E0                       - mov r12,rax
TriggerPlayerAttackMonster_C:OnTriggerStay+17de: 48 63 87 D0 00 00 00           - movsxd  rax,dword ptr [rdi+000000D0]
TriggerPlayerAttackMonster_C:OnTriggerStay+17e5: 41 83 3C 24 00                 - cmp dword ptr [r12],00
TriggerPlayerAttackMonster_C:OnTriggerStay+17ea: 48 B9 58 16 AC D1 8B 02 00 00  - mov rcx,0000028BD1AC1658
TriggerPlayerAttackMonster_C:OnTriggerStay+17f4: 48 63 09                       - movsxd  rcx,dword ptr [rcx]
// ---------- INJECTING HERE ----------
TriggerPlayerAttackMonster_C:OnTriggerStay+17f7: 2B C8                          - sub ecx,eax
// ---------- DONE INJECTING  ----------
TriggerPlayerAttackMonster_C:OnTriggerStay+17f9: 48 B8 58 16 AC D1 8B 02 00 00  - mov rax,0000028BD1AC1658
TriggerPlayerAttackMonster_C:OnTriggerStay+1803: 89 08                          - mov [rax],ecx
TriggerPlayerAttackMonster_C:OnTriggerStay+1805: 48 8B 47 70                    - mov rax,[rdi+70]
TriggerPlayerAttackMonster_C:OnTriggerStay+1809: 48 89 85 D8 FA FF FF           - mov [rbp-00000528],rax
TriggerPlayerAttackMonster_C:OnTriggerStay+1810: 48 8B 87 90 00 00 00           - mov rax,[rdi+00000090]
TriggerPlayerAttackMonster_C:OnTriggerStay+1817: 48 8B C8                       - mov rcx,rax
TriggerPlayerAttackMonster_C:OnTriggerStay+181a: 83 38 00                       - cmp dword ptr [rax],00
TriggerPlayerAttackMonster_C:OnTriggerStay+181d: 90                             - nop 
TriggerPlayerAttackMonster_C:OnTriggerStay+181e: 49 BB 40 46 3B F1 8A 02 00 00  - mov r11,UnityEngine.GameObject:get_transform
TriggerPlayerAttackMonster_C:OnTriggerStay+1828: 41 FF D3                       - call r11
}
</AssemblerScript>
        </CheatEntry>
        <CheatEntry>
          <ID>260</ID>
          <Description>"unlimited flasks use"</Description>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>define(address,playerProperties_C:ApplyFlaskUse+142)
define(bytes,2B C8)

[ENABLE]
assert(address,bytes)
address:
  nop 2

[DISABLE]
address:
  db bytes
  // sub ecx,eax

dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: playerProperties_C:ApplyFlaskUse+142

playerProperties_C:ApplyFlaskUse+112: 48 8B C8                       - mov rcx,rax
playerProperties_C:ApplyFlaskUse+115: 83 38 00                       - cmp dword ptr [rax],00
playerProperties_C:ApplyFlaskUse+118: 48 8D 64 24 00                 - lea rsp,[rsp+00]
playerProperties_C:ApplyFlaskUse+11d: 90                             - nop 
playerProperties_C:ApplyFlaskUse+11e: 49 BB F0 E7 00 01 8B 02 00 00  - mov r11,UnityEngine.Transform:set_parent
playerProperties_C:ApplyFlaskUse+128: 41 FF D3                       - call r11
playerProperties_C:ApplyFlaskUse+12b: 48 63 87 BC 03 00 00           - movsxd  rax,dword ptr [rdi+000003BC]
playerProperties_C:ApplyFlaskUse+132: 83 3E 00                       - cmp dword ptr [rsi],00
playerProperties_C:ApplyFlaskUse+135: 48 B9 5C 16 AC D1 8B 02 00 00  - mov rcx,0000028BD1AC165C
playerProperties_C:ApplyFlaskUse+13f: 48 63 09                       - movsxd  rcx,dword ptr [rcx]
// ---------- INJECTING HERE ----------
playerProperties_C:ApplyFlaskUse+142: 2B C8                          - sub ecx,eax
// ---------- DONE INJECTING  ----------
playerProperties_C:ApplyFlaskUse+144: 48 B8 5C 16 AC D1 8B 02 00 00  - mov rax,0000028BD1AC165C
playerProperties_C:ApplyFlaskUse+14e: 89 08                          - mov [rax],ecx
playerProperties_C:ApplyFlaskUse+150: 48 63 87 C0 03 00 00           - movsxd  rax,dword ptr [rdi+000003C0]
playerProperties_C:ApplyFlaskUse+157: 83 3E 00                       - cmp dword ptr [rsi],00
playerProperties_C:ApplyFlaskUse+15a: 48 B9 50 16 AC D1 8B 02 00 00  - mov rcx,0000028BD1AC1650
playerProperties_C:ApplyFlaskUse+164: 48 63 09                       - movsxd  rcx,dword ptr [rcx]
playerProperties_C:ApplyFlaskUse+167: 03 C8                          - add ecx,eax
playerProperties_C:ApplyFlaskUse+169: 48 B8 50 16 AC D1 8B 02 00 00  - mov rax,0000028BD1AC1650
playerProperties_C:ApplyFlaskUse+173: 89 08                          - mov [rax],ecx
playerProperties_C:ApplyFlaskUse+175: 48 8B 75 F0                    - mov rsi,[rbp-10]
}
</AssemblerScript>
        </CheatEntry>
        <CheatEntry>
          <ID>18</ID>
          <Description>"Values"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <GroupHeader>1</GroupHeader>
          <Address>playerProperties_C:Update+11</Address>
          <Offsets>
            <Offset>0</Offset>
          </Offsets>
          <CheatEntries>
            <CheatEntry>
              <ID>255</ID>
              <Description>"Health"</Description>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>+0</Address>
            </CheatEntry>
            <CheatEntry>
              <ID>261</ID>
              <Description>"Mana (starts in Dungeon 03)"</Description>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>+4</Address>
            </CheatEntry>
            <CheatEntry>
              <ID>46</ID>
              <Description>"Ammo"</Description>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>+8</Address>
            </CheatEntry>
            <CheatEntry>
              <ID>256</ID>
              <Description>"Throwing Knifes"</Description>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>+10</Address>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
        <CheatEntry>
          <ID>20</ID>
          <Description>"Get coords"</Description>
          <Options moHideChildren="1"/>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>define(address,&lt;GoForward&gt;d__15:MoveNext+b9e)
define(bytes,48 63 08 89 4D B8)
// PlayerControl+&lt;GoForward&gt;d__15:MoveNext+b9e

[ENABLE]

assert(address,bytes)
alloc(newmem,$1000,&lt;GoForward&gt;d__15:MoveNext+b9e)

label(code)
label(return)

newmem:
  mov [coords],rax
code:
  movsxd  rcx,dword ptr [rax]
  mov [rbp-48],ecx
  jmp return

coords:
  dq 0

address:
  jmp newmem
  nop
return:

registersymbol(coords)
[DISABLE]

address:
  db bytes
  // movsxd  rcx,dword ptr [rax]
  // mov [rbp-48],ecx

dealloc(newmem)
unregistersymbol(coords)
{
// ORIGINAL CODE - INJECTION POINT: PlayerControl+&lt;GoForward&gt;d__15:MoveNext+b9e

PlayerControl+&lt;GoForward&gt;d__15:MoveNext+b78: 41 FF D3              - call r11
PlayerControl+&lt;GoForward&gt;d__15:MoveNext+b7b: 48 89 85 70 FD FF FF  - mov [rbp-00000290],rax
PlayerControl+&lt;GoForward&gt;d__15:MoveNext+b82: 49 8D 47 38           - lea rax,[r15+38]
PlayerControl+&lt;GoForward&gt;d__15:MoveNext+b86: 48 63 08              - movsxd  rcx,dword ptr [rax]
PlayerControl+&lt;GoForward&gt;d__15:MoveNext+b89: 89 4D A8              - mov [rbp-58],ecx
PlayerControl+&lt;GoForward&gt;d__15:MoveNext+b8c: 48 63 48 04           - movsxd  rcx,dword ptr [rax+04]
PlayerControl+&lt;GoForward&gt;d__15:MoveNext+b90: 89 4D AC              - mov [rbp-54],ecx
PlayerControl+&lt;GoForward&gt;d__15:MoveNext+b93: 48 63 40 08           - movsxd  rax,dword ptr [rax+08]
PlayerControl+&lt;GoForward&gt;d__15:MoveNext+b97: 89 45 B0              - mov [rbp-50],eax
PlayerControl+&lt;GoForward&gt;d__15:MoveNext+b9a: 49 8D 47 44           - lea rax,[r15+44]
// ---------- INJECTING HERE ----------
PlayerControl+&lt;GoForward&gt;d__15:MoveNext+b9e: 48 63 08              - movsxd  rcx,dword ptr [rax]
// ---------- DONE INJECTING  ----------
PlayerControl+&lt;GoForward&gt;d__15:MoveNext+ba1: 89 4D B8              - mov [rbp-48],ecx
PlayerControl+&lt;GoForward&gt;d__15:MoveNext+ba4: 48 63 48 04           - movsxd  rcx,dword ptr [rax+04]
PlayerControl+&lt;GoForward&gt;d__15:MoveNext+ba8: 89 4D BC              - mov [rbp-44],ecx
PlayerControl+&lt;GoForward&gt;d__15:MoveNext+bab: 48 63 40 08           - movsxd  rax,dword ptr [rax+08]
PlayerControl+&lt;GoForward&gt;d__15:MoveNext+baf: 89 45 C0              - mov [rbp-40],eax
PlayerControl+&lt;GoForward&gt;d__15:MoveNext+bb2: F3 41 0F 10 47 5C     - movss xmm0,[r15+5C]
PlayerControl+&lt;GoForward&gt;d__15:MoveNext+bb8: F3 0F 5A C0           - cvtss2sd xmm0,xmm0
PlayerControl+&lt;GoForward&gt;d__15:MoveNext+bbc: 48 63 45 A8           - movsxd  rax,dword ptr [rbp-58]
PlayerControl+&lt;GoForward&gt;d__15:MoveNext+bc0: 89 85 98 FE FF FF     - mov [rbp-00000168],eax
PlayerControl+&lt;GoForward&gt;d__15:MoveNext+bc6: 48 63 45 AC           - movsxd  rax,dword ptr [rbp-54]
}
</AssemblerScript>
          <CheatEntries>
            <CheatEntry>
              <ID>21</ID>
              <Description>"X"</Description>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>Float</VariableType>
              <Address>[coords]</Address>
            </CheatEntry>
            <CheatEntry>
              <ID>23</ID>
              <Description>"Z (Level?)"</Description>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>Float</VariableType>
              <Address>[coords]+4</Address>
            </CheatEntry>
            <CheatEntry>
              <ID>24</ID>
              <Description>"Y"</Description>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>Float</VariableType>
              <Address>[coords]+8</Address>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
        <CheatEntry>
          <ID>263</ID>
          <Description>"Get PlayerControl"</Description>
          <Options moHideChildren="1"/>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>define(address,InventoryScreenScript_C:Update+4be)
define(bytes,BA 01 00 00 00)

[ENABLE]
assert(address,bytes)
alloc(newmem,$1000,InventoryScreenScript_C:Update+4be)

label(code)
label(return)
label(pcaddress)

newmem:
  mov [pcaddress],rax
code:
  mov edx,00000001
  jmp return

pcaddress:
  dq 0

address:
  jmp newmem
return:
registersymbol(pcaddress)
[DISABLE]

address:
  db bytes
  // mov edx,00000001

dealloc(newmem)
unregistersymbol(pcaddress)
{
// ORIGINAL CODE - INJECTION POINT: InventoryScreenScript_C:Update+4be

InventoryScreenScript_C:Update+48a: 48 8D 6D 00                    - lea rbp,[rbp+00]
InventoryScreenScript_C:Update+48e: 49 BB 60 10 FC 0B 17 02 00 00  - mov r11,UnityEngine.GameObject:SetActive
InventoryScreenScript_C:Update+498: 41 FF D3                       - call r11
InventoryScreenScript_C:Update+49b: 48 8B 4E 18                    - mov rcx,[rsi+18]
InventoryScreenScript_C:Update+49f: 83 39 00                       - cmp dword ptr [rcx],00
InventoryScreenScript_C:Update+4a2: 49 BA 28 6A C3 4C 18 02 00 00  - mov r10,000002184CC36A28
InventoryScreenScript_C:Update+4ac: 66 90                          - nop 2
InventoryScreenScript_C:Update+4ae: 49 BB 90 1E A3 09 17 02 00 00  - mov r11,UnityEngine.GameObject:GetComponent
InventoryScreenScript_C:Update+4b8: 41 FF D3                       - call r11
InventoryScreenScript_C:Update+4bb: 48 8B C8                       - mov rcx,rax
// ---------- INJECTING HERE ----------
InventoryScreenScript_C:Update+4be: BA 01 00 00 00                 - mov edx,00000001
// ---------- DONE INJECTING  ----------
InventoryScreenScript_C:Update+4c3: 83 38 00                       - cmp dword ptr [rax],00
InventoryScreenScript_C:Update+4c6: 49 BB D0 11 FC 0B 17 02 00 00  - mov r11,UnityEngine.Behaviour:set_enabled
InventoryScreenScript_C:Update+4d0: 41 FF D3                       - call r11
InventoryScreenScript_C:Update+4d3: 48 8B 4E 48                    - mov rcx,[rsi+48]
InventoryScreenScript_C:Update+4d7: 83 39 00                       - cmp dword ptr [rcx],00
InventoryScreenScript_C:Update+4da: 49 BA F0 69 C3 4C 18 02 00 00  - mov r10,000002184CC369F0
InventoryScreenScript_C:Update+4e4: 66 90                          - nop 2
InventoryScreenScript_C:Update+4e6: 49 BB 90 1E A3 09 17 02 00 00  - mov r11,UnityEngine.GameObject:GetComponent
InventoryScreenScript_C:Update+4f0: 41 FF D3                       - call r11
InventoryScreenScript_C:Update+4f3: C6 40 18 01                    - mov byte ptr [rax+18],01
}
</AssemblerScript>
          <CheatEntries>
            <CheatEntry>
              <ID>264</ID>
              <Description>"Playercontrol"</Description>
              <ShowAsSigned>0</ShowAsSigned>
              <GroupHeader>1</GroupHeader>
              <Address>pcaddress</Address>
              <Offsets>
                <Offset>0</Offset>
              </Offsets>
              <CheatEntries>
                <CheatEntry>
                  <ID>268</ID>
                  <Description>"Player"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <VariableType>Float</VariableType>
                  <Address>+18</Address>
                  <Offsets>
                    <Offset>0</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>269</ID>
                  <Description>"WalkSpeed"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <VariableType>Float</VariableType>
                  <Address>+2c</Address>
                </CheatEntry>
                <CheatEntry>
                  <ID>266</ID>
                  <Description>"TurnSpeed"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <VariableType>Float</VariableType>
                  <Address>+30</Address>
                </CheatEntry>
                <CheatEntry>
                  <ID>267</ID>
                  <Description>"GridSize - Set to 20 to disable the annoying half-block-steps"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>008000</Color>
                  <VariableType>Float</VariableType>
                  <Address>+34</Address>
                </CheatEntry>
                <CheatEntry>
                  <ID>270</ID>
                  <Description>"StartPosition Unity.Vector3)"</Description>
                  <Options moHideChildren="1"/>
                  <ShowAsSigned>0</ShowAsSigned>
                  <GroupHeader>1</GroupHeader>
                  <Address>+38</Address>
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                    <CheatEntry>
                      <ID>274</ID>
                      <Description>"StartPosition"</Description>
                      <ShowAsSigned>0</ShowAsSigned>
                      <VariableType>Float</VariableType>
                      <Address>+0</Address>
                    </CheatEntry>
                    <CheatEntry>
                      <ID>271</ID>
                      <Description>"StartPosition"</Description>
                      <ShowAsSigned>0</ShowAsSigned>
                      <VariableType>Float</VariableType>
                      <Address>+4</Address>
                    </CheatEntry>
                    <CheatEntry>
                      <ID>272</ID>
                      <Description>"StartPosition"</Description>
                      <ShowAsSigned>0</ShowAsSigned>
                      <VariableType>Float</VariableType>
                      <Address>+8</Address>
                    </CheatEntry>
                  </CheatEntries>
                </CheatEntry>
                <CheatEntry>
                  <ID>275</ID>
                  <Description>"EndPosition Unity.Vector3)"</Description>
                  <Options moHideChildren="1"/>
                  <ShowAsSigned>0</ShowAsSigned>
                  <GroupHeader>1</GroupHeader>
                  <Address>+44</Address>
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                    <CheatEntry>
                      <ID>276</ID>
                      <Description>"StartPosition"</Description>
                      <ShowAsSigned>0</ShowAsSigned>
                      <VariableType>Float</VariableType>
                      <Address>+0</Address>
                    </CheatEntry>
                    <CheatEntry>
                      <ID>277</ID>
                      <Description>"StartPosition"</Description>
                      <ShowAsSigned>0</ShowAsSigned>
                      <VariableType>Float</VariableType>
                      <Address>+4</Address>
                    </CheatEntry>
                    <CheatEntry>
                      <ID>278</ID>
                      <Description>"StartPosition"</Description>
                      <ShowAsSigned>0</ShowAsSigned>
                      <VariableType>Float</VariableType>
                      <Address>+8</Address>
                    </CheatEntry>
                  </CheatEntries>
                </CheatEntry>
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            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
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    </CheatEntry>
    <CheatEntry>
      <ID>254</ID>
      <Description>"Debug"</Description>
      <Options moHideChildren="1"/>
      <Color>C0C0C0</Color>
      <GroupHeader>1</GroupHeader>
      <CheatEntries>
        <CheatEntry>
          <ID>30</ID>
          <Description>"One-Hit Skull-Pile-Mob"</Description>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>define(address,DamageEnemy_C:OnTriggerEnter+12fe)
define(bytes,41 2B D0 89 91 8C 00 00 00)

[ENABLE]
assert(address,bytes)
address:
   db 29 d2 90  // sub edx,edx
[DISABLE]

address:
  db bytes
  // sub edx,r8d

dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: DamageEnemy_C:OnTriggerEnter+12fe

DamageEnemy_C:OnTriggerEnter+12c6: 83 39 00                       - cmp dword ptr [rcx],00
DamageEnemy_C:OnTriggerEnter+12c9: 49 BA F8 EE C0 0A A8 01 00 00  - mov r10,000001A80AC0EEF8
DamageEnemy_C:OnTriggerEnter+12d3: 66 66 90                       - nop 3
DamageEnemy_C:OnTriggerEnter+12d6: 49 BB E0 1F D9 0C A8 01 00 00  - mov r11,UnityEngine.GameObject:GetComponent
DamageEnemy_C:OnTriggerEnter+12e0: 41 FF D3                       - call r11
DamageEnemy_C:OnTriggerEnter+12e3: 48 8B C8                       - mov rcx,rax
DamageEnemy_C:OnTriggerEnter+12e6: 48 8B 85 40 5E FF FF           - mov rax,[rbp-0000A1C0]
DamageEnemy_C:OnTriggerEnter+12ed: 4C 63 80 3C 01 00 00           - movsxd  r8,dword ptr [rax+0000013C]
DamageEnemy_C:OnTriggerEnter+12f4: 83 39 00                       - cmp dword ptr [rcx],00
DamageEnemy_C:OnTriggerEnter+12f7: 48 63 91 8C 00 00 00           - movsxd  rdx,dword ptr [rcx+0000008C]
// ---------- INJECTING HERE ----------
DamageEnemy_C:OnTriggerEnter+12fe: 41 2B D0                       - sub edx,r8d
// ---------- DONE INJECTING  ----------
DamageEnemy_C:OnTriggerEnter+1301: 89 91 8C 00 00 00              - mov [rcx+0000008C],edx
DamageEnemy_C:OnTriggerEnter+1307: 48 8B 48 28                    - mov rcx,[rax+28]
DamageEnemy_C:OnTriggerEnter+130b: 48 89 8D 30 5E FF FF           - mov [rbp-0000A1D0],rcx
DamageEnemy_C:OnTriggerEnter+1312: 48 8B 80 A0 00 00 00           - mov rax,[rax+000000A0]
DamageEnemy_C:OnTriggerEnter+1319: 48 8B C8                       - mov rcx,rax
DamageEnemy_C:OnTriggerEnter+131c: 83 38 00                       - cmp dword ptr [rax],00
DamageEnemy_C:OnTriggerEnter+131f: 48 8D AD 00 00 00 00           - lea rbp,[rbp+00000000]
DamageEnemy_C:OnTriggerEnter+1326: 49 BB 40 46 D8 0C A8 01 00 00  - mov r11,UnityEngine.GameObject:get_transform
DamageEnemy_C:OnTriggerEnter+1330: 41 FF D3                       - call r11
DamageEnemy_C:OnTriggerEnter+1333: 48 8B D5                       - mov rdx,rbp
}
</AssemblerScript>
        </CheatEntry>
        <CheatEntry>
          <ID>27</ID>
          <Description>"One-Hit Rats+Slimes"</Description>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>define(address,DamageEnemy_C:OnTriggerEnter+ec6 )
define(bytes,41 2B D0 89 91 8C 00 00 00)

[ENABLE]
assert(address,bytes)
address:
  db 29 d2 90  // sub edx,edx

[DISABLE]
address:
  db bytes
  // sub edx,r8d

dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: DamageEnemy_C:OnTriggerEnter+ec6

DamageEnemy_C:OnTriggerEnter+e8e: 83 39 00                       - cmp dword ptr [rcx],00
DamageEnemy_C:OnTriggerEnter+e91: 49 BA F8 EE C0 0A A8 01 00 00  - mov r10,000001A80AC0EEF8
DamageEnemy_C:OnTriggerEnter+e9b: 66 66 90                       - nop 3
DamageEnemy_C:OnTriggerEnter+e9e: 49 BB E0 1F D9 0C A8 01 00 00  - mov r11,UnityEngine.GameObject:GetComponent
DamageEnemy_C:OnTriggerEnter+ea8: 41 FF D3                       - call r11
DamageEnemy_C:OnTriggerEnter+eab: 48 8B C8                       - mov rcx,rax
DamageEnemy_C:OnTriggerEnter+eae: 48 8B 85 40 5E FF FF           - mov rax,[rbp-0000A1C0]
DamageEnemy_C:OnTriggerEnter+eb5: 4C 63 80 3C 01 00 00           - movsxd  r8,dword ptr [rax+0000013C]
DamageEnemy_C:OnTriggerEnter+ebc: 83 39 00                       - cmp dword ptr [rcx],00
DamageEnemy_C:OnTriggerEnter+ebf: 48 63 91 8C 00 00 00           - movsxd  rdx,dword ptr [rcx+0000008C]
// ---------- INJECTING HERE ----------
DamageEnemy_C:OnTriggerEnter+ec6: 41 2B D0                       - sub edx,r8d
// ---------- DONE INJECTING  ----------
DamageEnemy_C:OnTriggerEnter+ec9: 89 91 8C 00 00 00              - mov [rcx+0000008C],edx
DamageEnemy_C:OnTriggerEnter+ecf: 48 8B 48 28                    - mov rcx,[rax+28]
DamageEnemy_C:OnTriggerEnter+ed3: 48 89 8D 30 5E FF FF           - mov [rbp-0000A1D0],rcx
DamageEnemy_C:OnTriggerEnter+eda: 48 8B 80 A8 00 00 00           - mov rax,[rax+000000A8]
DamageEnemy_C:OnTriggerEnter+ee1: 48 8B C8                       - mov rcx,rax
DamageEnemy_C:OnTriggerEnter+ee4: 83 38 00                       - cmp dword ptr [rax],00
DamageEnemy_C:OnTriggerEnter+ee7: 48 8D AD 00 00 00 00           - lea rbp,[rbp+00000000]
DamageEnemy_C:OnTriggerEnter+eee: 49 BB 40 46 D8 0C A8 01 00 00  - mov r11,UnityEngine.GameObject:get_transform
DamageEnemy_C:OnTriggerEnter+ef8: 41 FF D3                       - call r11
DamageEnemy_C:OnTriggerEnter+efb: 48 8B D5                       - mov rdx,rbp
}
</AssemblerScript>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
  <CheatCodes>
    <CodeEntry>
      <Description>Change of je PlayerControl:Update+8b2</Description>
      <AddressString>1A80E02D93D</AddressString>
      <Before>
        <Byte>41</Byte>
        <Byte>FF</Byte>
        <Byte>D3</Byte>
        <Byte>85</Byte>
        <Byte>C0</Byte>
      </Before>
      <Actual>
        <Byte>74</Byte>
        <Byte>63</Byte>
      </Actual>
      <After>
        <Byte>90</Byte>
        <Byte>90</Byte>
        <Byte>90</Byte>
        <Byte>90</Byte>
        <Byte>48</Byte>
      </After>
    </CodeEntry>
  </CheatCodes>
  <UserdefinedSymbols/>
</CheatTable>
